Can We Stop Saying Yasuo Is OP And The Such, Here A Breakdown (Super, Super Long Breakdown)
First yes, i main Yasuo, no i'm not a salty Yasuo main just defending him.
So i'm getting really tired of browsing the boards and constantly seeing Yasuo OP, needs nerfs and counter everyone in the game.
So lets look at some of the things that everyone seems to love to go on about all the time:
The Passive
So the is two parts to his passive the shield and the double crit chance, so lets split them:
Shield
RESOLVE: Yasuo generates 1% of his maximum Flow for every 59 / 52 / 46 units he travels by any means, requiring a total of 5900 / 5200 / 4600 units travelled to obtain maximum Flow. At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him for 100 - 510 (based on level) damage for up to 1 second.
So what does this mean, basically if Yasuo takes any form of damaeg from a 1 damage Trundle pillar to a 1,000 damage Syndra ult it will pop his shield and shield him for X amount of damage.
Now everyone make this to be "Impossible to poke him down or damage him at all" except its probably if you look one of the worst shields in the game for the simple reason: He has 0 control over it.
You can have any ranged champion fire off 1 AA and its gone, take 1 tick of damage from a champion its gone, its probably one of the easiest thing in the game to play around in lanning phase, he walk to get farm you AA him once and its gone.
Recharge Time
This has always annoyed me when people make out like its back up in an instant, so he's the actual math behind his passive:
So he generates 1% flow for every 59 units travelled (early game, pre 6) so lets do math her 59 x 100 = 100% and 5,900 units of map travel.
Summoners Rift from end to end is: 19,000 so 19,000 / 5,900 = 32.20% of the map, so basically its 1/3 of the map
That for people that don't know is from fountain to between mid's two towers, that takes about 20 - 25~ secs (depending on MS), so his passive effectively has a 20 second cooldown for most of the early game. think how many other shields in the game have that sort of cooldown?
If you can't poke him down or attack him within 20 secs your doing something wrong.
Double Crit Chance
INTENT: Yasuo's critical strike chance is doubled, but his critical strikes deal 90% damage, reduced to 75% damage on Steel Tempest.
So this basically means he get double crit chance? well no, the key part to notice is:
But his critical strikes deal 90% damage, reduced to 75% damage on Steel Tempest.
So he suffers reduced damage this means compared to other champions, people also forget it not 190% its 180% due to the doubling of the crit, this also means and a critical strike with Infinity Edge deals 225% damage instead of 250%, so he has lost 20% - 25% of his damage compared to other champions.
Now its even worse with Steel Temepest (Q) Which has 0.75 * 200 so 150% on normal crits and 187.5% on IE crits,
So what does this actual equate to it means that:
Yasuo's Q after 333.33 AD (or 266.67 AD if Yasuo has purchased Infinity Edge) critically striking basic attacks will do more damage than critically striking Steel Tempest due to the 25% damage penalty.
266.67 AD to make his Q nothing more than an AA reset, that literally two AD items, (IE and BT + base stats) and his Q does less damage than an AA, is there any other champion in the game that gets the ability made near useless by building AD and getting items?
Also
No really Yasuo will ever come to lane with any crit chance so technically this part of his passive is completely useless until his first back, so it leaves him open to being bullied early.
(Q) Steel Tempest
ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. Steel Tempest can critically strike and will apply on-hit effects to the first enemy hit.
PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
Hitting an enemy grants Gathering Storm Gathering Storm for 10 seconds. At 2 stacks, Yasuo's next Steel Tempest is empowered and will consume all stacks.
EMPOWERED: Steel Tempest unleashes a whirlwind that travels an extended distance, dealing the same damage and Airborne icon knocking airborne all enemies hit. Yasuo can cast Steel Tempest during Sweeping Blade to change the area of effect a to circle about him, which does not benefit from Empowered's extended range.
The cooldown and cast time of Steel Tempest is reduced by 「 0.6% for every 1% bonus attack speed 」, down to a maximum 66% reduction.
So first take into consideration the crit breakdown form above for his Q and then this part also:
So his Q is basically a longer AA at 475 range and scales off of AS instead of CD (till 1.33 secs), now most people don't have a problem with this first part they have the main issue with his 3rd Q:
His 3rd Q gets 900 range, and knocks up whoever it hits, now for a skill shot this seems rather fair as it doesn't do anymore damaeg than a AA(less even, see above) and can be dodged or side stepped, now i see people complain alot about the fact he can hold onto it for 10 seconds, and how this lets him zone alot, well yeah duh? what do you want him to do have to instantly do 2 Q's and then jump on someone within 3, 4 5 sec? do you know how little Yasuo would ever get to us his ult if that happened, it would literally be never used except in team combo's.
It's also super advertised so you can honestly if you want back off or be ready to dodge it when you see its up.
(W) Windwall
ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward 50 units over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks.
Holy heaven if this one isn't controversial, so it blocks all projectiles that hits it for 3.75 secs, everyone makes it out like he puts this down and destroys every skill shot on the map for 5 minuets straight,
When in reality it allows him 1 maybe 2 good blocking chance in a fight, in all honesty when you actually play Yasuo the windwall is not even that important, its a nice thing that useful every now and again, but in all honesty when ever i play against a Yasuo i find it so easy to bait out or play around the windwall.
Lets not also forget it has a 26 sec cooldown so 26 - 4 (3.75) and you have 22 seconds where its down, if you wan't do anything to Yasuo within a 22 second window or use it to zone, bully, poke etc him, your doing something completely wrong.
(E) Sweeping Blade
ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed. 「 MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 」 (+ 60% AP) Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage. 「 BONUS DAMAGE: 17.5 / 22.5 / 27.5 / 32.5 / 37.5 」 Yasuo cannot use Sweeping Blade on a marked enemy.
ON-TARGET COOLDOWN: 10 / 9 / 8 / 7 / 6
So basically it lets Yasuo dash to a enemy or neutral unit, and then has a cooldown before you can dash to that unit again, this means that you use it on the same opponent for so long, it also adds a major sticking point for Yasuo, needs units to use it,
Honestly what can i say, half the time you see people run away from a Yasuo through there minion wave the act surprise he caught them, don't run through minions people its rather simple, its about pathing and positioning.
(R) Last Breath
ACTIVE: Yasuo blinks to the nearest visible Airborne icon airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he Stun icon suspends all nearby Airborne icon airborne enemies for 1 second and deals them physical damage. PHYSICAL DAMAGE: 200 / 300 / 400 (+ 150% bonus AD) For the next 15 seconds, Yasuo ignores 50% of his targets' bonus armour. Casting Last Breath clears all stacks of Gathering Storm Gathering Storm.
So its a damaging ability that requires a knock-up which depending on the team comp can either be incredibly easy to do (Hello Alistair and Malphite) or a pain Yasuo (forever alone), im going to look at it as a Forever alone balance.
So its requires Yasuo to:
A) Land a skillshot on his opponent, in which case you should of dodged it or he aimed it really well.
B) Dash to the enemy and point blank E, Q, in which case why did you let him get close?
With both of theme it comes down to you either got hit by a skill shot so either he did a good job or you let it hit you, or you let a melee based champion get close to you, either via position so pick a champion that punishes that fact.
The Pro Argument
So lets look at Azir: Here is a champion that is so good at the highest level that even when statistics say he should lose, or has a shit as hell win ratio <45% that the players that have got so good at him, he is able to carry and rek games.
Now look at Yasuo, if he truly was this OP god tier champion that if you can become that good at that nothing will beat you, or you can outplay everyone, why do we rarely if ever see him played in pro games, and even then his has a awful KDA and W/L ratio in pro play
http://lol.esportswikis.com/wiki/Yasuo/Match_History
Looking at his last 30 games his W/L is 9/21, that is awful for any champion. now how are these "Best Players" managing to do so badly on a champion that is obviously OP and broken right? maybe its one of those things that players are not taking the time to go and play Yasuo for say 25 games then go back and post on how they think he is.
People all ways judge by that one god tier player that they vs'ed on that champion, if i played against the god of Urgot and got reket and seemed like there was nothing i could do, would i be right in saying Urgot is OP and broken, hell no.
In the end people: can he be annoying to play against, for some Yes.
Does he take incredible skill to play to a even or good standard, even more Yes.
If people honestly think Yasuo is OP and the moment i would love to hear what they think of Sona, Malz, Vladmir, cause they must be insta win, surrender at 1 min into the game.
If anyone want to reply with genuine reasons they think Yasuo is OP or broken i will be glad to offer counter arguments and the such.
main spotted